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Land type

INI referenceEnumsLandType

Terrain classes used by movement, pathfinding, and terrain restrictions.

Engine enum
LandType
Input form
Named token

A cell’s land type is derived rather than authored: it comes from the tile drawn beneath the cell, and a tile can only produce nine of these twelve. Wall, Tiberium and Weeds reach a cell through an overlay standing on it, which Land covers. A rules setting can override both: with CliffBackImpassability=2, a cell standing a full cliff step below any of the six neighbors that setting examines is rewritten to Rock at the end of the same pass. Only four of the twelve are open to that rewrite on the ordinary path — Clear, Water, Beach and Ice — so a cell whose tile already reports Road, Rough or Railroad keeps that class whatever stands above it.

Each token also names the rules section that holds that terrain’s movement costs — [Clear], [Road], [Water] and the rest — so the twelve classes are what speed type is costed against. The set is fixed by the engine: a mod can retune a section but cannot add a thirteenth terrain class or a section for one.

Values

12 of 12

InputMeaningEngine constantStored value
ClearClear ground.LAND_CLEAR0
RoadRoad surface.LAND_ROAD1
WaterOpen water.LAND_WATER2
RockImpassable rock.LAND_ROCK3
WallWall terrain.LAND_WALL4
TiberiumTiberium field.LAND_TIBERIUM5
BeachBeach terrain.LAND_BEACH6
RoughRough ground.LAND_ROUGH7
IceSolid ice.LAND_ICE8
RailroadRail track terrain.LAND_RAILROAD9
TunnelTunnel terrain.LAND_TUNNEL10
WeedsVein weed terrain.LAND_WEEDS11

Used by

Source files

Linked at revision 59fae722af8c.